# Quake browser versions: campaign, QuakeWorld or Quake III?

Canonical: https://playable.wtf/guides/quake-browser-native-versions/

Written: 2026-10-17

Choose a first-Quake campaign or an exact multiplayer host. Quake, Quake II and Quake III clients have different content and cannot share one session.

## Choose a campaign or a match

Start with the game and the kind of session. [NetQuake.io](https://playable.wtf/games/netquake-browser/) is the campaign starting point for the first Quake. [Pieter’s FTE QuakeWorld](https://playable.wtf/games/quakeworld-browser/), [Pieter’s Quake II](https://playable.wtf/games/quake-2-browser/) and [Q3JS](https://playable.wtf/games/quake-3-browser/) are multiplayer destinations. Quake II’s Strogg setting and Quake III’s arenas are different games, not upgrades that can join the same match.

Four clients, different sessions

| Client | Useful starting point | Boundary |
| --- | --- | --- |
| [NetQuake.io](https://playable.wtf/games/netquake-browser/) | Quake’s shareware first episode | Own `pak1.pak` for registered content, custom maps and rooms |
| [FTE QuakeWorld Web](https://playable.wtf/games/quakeworld-browser/) | First-Quake multiplayer for up to eight players | The host’s network session, not the modern retail package |
| [Pieter’s Quake II](https://playable.wtf/games/quake-2-browser/) | Quake II multiplayer for up to eight players | Separate from QuakeWorld and the enhanced Quake II campaign |
| [Q3JS](https://playable.wtf/games/quake-3-browser/) | Quake III Arena server list, including a touch layout | ioquake3 browser client using demo data |

## Start the first Quake campaign

Open [NetQuake.io](https://www.netquake.io/) and begin with the shareware episode. For the rest of the original game, import your registered `pak1.pak` from the installation’s `id1` folder through **Setup → Packages**. Custom maps also require it: create a package, import its ZIP or BSP files, then choose a map under **Singleplayer → My Packages**.

The recommended layout uses **WASD**, mouse aiming and **Space** to jump. If the mouse will not look vertically, add `+mlook` to `autoexec.cfg` in Setup. Use a desktop: this host describes its phone controls as limited. Its [FAQ](https://www.netquake.io/faq) explains the package and input choices.

## Meet friends on the same host

For [Pieter’s QuakeWorld](https://q1.pieter.com/) or [Pieter’s Quake II](https://q2.pieter.com/), enter a player name and select **Play**. Both launch through FTE and advertise up to eight players. QuakeWorld highlights client-side prediction, which helps movement respond before every server update arrives; it cannot remove a slow connection. Agree on the exact game and host with friends before starting.

NetQuake offers a different group setup: one player creates a room, shares its link or code, chooses settings and starts when everyone joins. Every participant needs the registered data. A room code is not an address for Pieter’s client, and a QuakeWorld session is not a Q3JS server.

If a launcher loads but a server does not respond, confirm which host and session the group selected before changing files. An unavailable multiplayer service does not mean your campaign data is damaged. For the two compact Pieter launchers, check the in-game input menu after entry; their landing pages do not offer a shared desktop or phone control reference.

## Quake III and phone controls

[Q3JS](https://q3js.com/) uses an ioquake3 browser build with the officially released demo data. Pick a live server, enter a name and join. Send friends the selected server, rather than merely the homepage. The demo client should not be mistaken for the entire retail Quake III Arena and Team Arena package.

On compatible touch devices, controls appear automatically. Rotate to landscape: the left joystick handles movement, while dragging on the right aims. Separate controls fire, jump, crouch, switch weapons, show scores and open the menu. Fullscreen depends on browser support. The creator’s [phone guide](https://q3js.com/play-quake-3-on-your-phone) makes this the clearest documented touch route among these four clients; its layout does not apply to the other hosts.

## Keep progress and choose a fallback

Keep NetQuake’s imported PAKs and map archives on your computer. Browser storage can be cleared or evicted, and the enhanced Quake re-release’s save format is incompatible with NetQuake’s importer. A purchase containing both versions does not make their saves interchangeable. See [browser saves and backups](https://playable.wtf/guides/browser-game-saves-backups/) before switching profiles or clearing data.

If you want a locally installed campaign or a browser host is unavailable, use the corresponding native game from your owned installation. The [commercial Quake release](https://store.steampowered.com/app/2310/Quake/) and [enhanced Quake II release](https://store.steampowered.com/app/2320/Quake_II/) have their own included content and multiplayer arrangements. They are useful alternatives for those games, but they do not preserve a third-party browser room or automatically import its progress.

For the other id Software family, compare [Doom’s WAD clients, Doom 3 demo and native ports](https://playable.wtf/guides/doom-quake-browser-versions/).

## Project reading

- [NetQuake · files, packages and rooms](https://www.netquake.io/faq)
- [Pieter · QuakeWorld launcher](https://q1.pieter.com/)
- [Pieter · Quake II launcher](https://q2.pieter.com/)
- [Q3JS · server browser](https://q3js.com/)
- [Q3JS · phone controls](https://q3js.com/play-quake-3-on-your-phone)
- [id Software · enhanced Quake II](https://store.steampowered.com/app/2320/Quake_II/)
